Today I got to meet quite a few (mostly) graphics programmers from Avalanche, Epic Games and King. They were all really awesome people, but I particularly enjoyed meeting Humus, who now works at Epic Games and whose website has been an inspiration for my own work for many years. I still have a stupid smile on my face.

I've added tons of new features to JDialogue. I'm going to release a new JAR today for those of you who want to just have a runnable app. Keep your eyes peeled! As always, feel free to get it here and fork it if you want if there are any features you'd like to add yourself. I'm always open to messages if you have questions about how to do so, but the code itself is highly documented for this reason:

I managed to get the movement of my players a lot more smooth. Thanks @SkyAphid for the help with that. A few more weeks and I should have some sort of a prototype.

Oh that's awesome dude! I'm glad I could help. That's starting to look pretty good. Try and get some animation in next. I'd also consider tweaking the filtering on your texture loading so it doesn't look so muddy.

My patience with JavaFX finally ran out today. I've started rebuilding the entirety of its UI in orange451's fancy LWJGUI system. It'll probably take way less time to do, too. I feel dumb for sticking it out with JavaFX so long but it is what it is I guess.

Edit: Thanks Orange451 for letting me use LWJGUI. It's like the best thing to ever happen to me lol

Got a working MacOS High Sierra installed on my laptop Windows PC using VirtualBox.I even got it to read a thumb drive which had a copy of my self-contained, customized application.

But the application bombs. (It worked okay on my friend's Mac.) The application Frame and title bar text appear, but none of the controls or graphics show, and the crash point (an NPE) may pertain to the point where the application attempts to grab a line for outputting the audio. More debugging to come. I wasn't entirely expecting it to run.

I did get OpenJDK 11 installed. And downloaded JavaFX 11 modules and jars. I haven't tested the JavaFX part yet, and may have some difficulty declaring environment variables for their locations.

IDK yet if this is going to be helpful to have done all this. *Maybe* it will be possible to run the compilation and jlink commands from here and have the resulting file structure run elsewhere. That is the hope.

From my experience most of the stuff which requires hardware acceleration might have a hard time running on VM (not sure what JavaFX is based on, so I do not know if it is really a case). That is why for testing stuff, I invested into an old used Mac (300 euro for 2012 MacBook Pro was not a bad deal I believe).

I'm working on some simple to use wrappers for LWJGL3's Nuklear bindings. Does anyone on here have experience with it? I could use some help adding compatibility for all of the features. Keep in mind there might be some spaghetti code in here. All of this was literally made in the last six or so hours, outside of the windowing system which was ripped/simplified from NNGINE.

The last few days I've heavily been working on the UI of our game. In the beginning I had a lot of trouble wrapping my head around scene2d UI, but nowadays I do a lot less mistakes One thing missing is a wanted poster next to the stars on the top that indicates the stars missing to unlock the next level.Feedback is much appreciated!

Thank you all for the Input. I agree the title is hard to read and I will fix this.Good point about the ropes, I actually used the gameplay ropes texture for the UI, I will make new ones.I just read something about font outlines and border for libgdx, maybe this will do the trick.

I started working on a lightweight NanoVG implementation today. I needed something that was quick and dirty. I'll probably finish up what I need from up it tomorrow or the day after, but if anyone else wants to use it, as usual just message me and I'll add you as a collaborator. Orange451 basically has the more JavaFX-esque tons-of-functionality pretty stuff under control, so my implementation is meant to be more of a "Python approach" throw-it-together type API.

I'm calling it Clear. It has some tech from NNGINE thrown in with the new NanoVG stuff. The cool part is you can use the windowing stuff separately, so if you want a basic LWJGL3 windowing system to work off of, you can use Clear for that too.

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